class
AISubActionRandomize_Record_Implementation
- 0 properties
- 3 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionRandomize_Record_Implementation", "AISubActionRandomize_Record_Implementation::Update;ScriptExecutionContextAISubActionRandomize_RecordFloat", (AISubActionRandomize_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionRandomize_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record, float duration );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionRandomize_Record_Implementation", "AISubActionRandomize_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionRandomize_RecordFloatBool", (AISubActionRandomize_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionRandomize_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record, float duration, bool interrupted );static int GetAnimVariation(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionRandomize_Record_Implementation", "AISubActionRandomize_Record_Implementation::GetAnimVariation;ScriptExecutionContextAISubActionRandomize_Record", (AISubActionRandomize_Record_Implementation_GetAnimVariation x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionRandomize_Record_Implementation_GetAnimVariation( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionRandomize_Record> record );